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Enhanced User Interface v1.30l

Q6700@2.7GHz 8Gb@800 560Ti
It's a decent setup... for a 3 year old rig :lol:
Well, Hello Surprise!!! your mod was not at fault
:mad::cringe::suicide:I just rewrote a big swath of CityView.lua to make it more efficient... oh well, now it supports buildings with unlimited specialists and great work slots :lol:
I think the Edit button on top of the Unit name looks just plain ugly
Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );
 
Hello there, i ran into a problem with this mod. I'm also using Communitas AI and map.

I don't get a popup when clicking on a puppet city, and so i can't decide to annex it. Instead clicking take me to the city view.
When i removed the dlc it worked again.

Anyone already had this one?
Thanks.
 
It's a decent setup... for a 3 year old rig :lol:

But it's 5 years old... :D, and works like a charm with almost anything. Those Q6700 where very well made.

Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );

Yes, but I ended up using the "split" option, feels more natural... L-click on portrait --> go to unit, R-click on portrait --> go to pedia, L-click on Name --> go to unit AND rename. Works like a charm. Could you include this in your next update so I don't have to change it every time? I am sure others will like it this way also.
 
Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );

Excellent suggestion, going to include this in the modified UI - Condensed Promotions for my Legendary Journeys.

I'll get around to adding the other features from your Unit Panel a bit later... heh.
 
BC1, from my observations I get the idea that your mod takes a long time to calculate plot yields on land tiles compared to sea tiles. Cities that are more aquatic load faster and have faster construction queue feedback. Also, when cycling through units it helps to move the map view to ocean tiles whenever the cycling freezes. Can this be reproduced or confirmed by other users?
 
@Hyronymus: yield computing and/or tooltips occur only for a single plot as you mouse over that particular plot, so I would not expect that to be an issue. Are you using a UI mod in addition to Enhanced User Interface ? Aristos found slow city screen loading due to incompatibility with CivWillard
Well, Hello Surprise!!! your mod was not at fault
 
No, I don't sadly. And like I said the hotfix you supplied for the city view did improve the city screen loading substantially already. It's just something that stands out.
 
No, I don't sadly. And like I said the hotfix you supplied for the city view did improve the city screen loading substantially already. It's just something that stands out.

Make sure you never used it before, or that your cache is clean.

I was maintaining CivWillard and adapted it for G&K and then for BNW after onni disappeared, but right now I have no clue as to what exactly makes Civwillard slow down the city views ONLY with this DLC enabled... before discovering bc1 and his DLC, I was using CivWillard, Global Relations and my own minimod to change some annoying things (hello, voiceovers and aircraft speed... :D), and there was no lag at all. With this DLC though, lag is noticeable.

I disabled CivWillard. I don't know if I will have the time to go back and try to fix it somehow (right now I am fixing, once again, the BetterUI mod for EU4, which breaks any UI mod after every patch...).

So, as I said, the king is dead... long live the king! (bc1's mod).
 
Can it be related to non-UI mods that change tile yields?
 
Hey love the mod. i have the problem earlier person has...won't let me take control of a puppet. Is there something in your mod I can disable without losing too much ...thanks.
 
in city view under production choose research (blue icon), exit from city view and enter again. If you have "show queue" checked, you can't switch to something else
Found the issue, fixed in the next version
I think the Edit button on top of the Unit name looks just plain ugly
It will be possible to right click any unit's or city name and change it in the next version

I don't get a popup when clicking on a puppet city, instead clicking take me to the city view
...won't let me take control of a puppet. Is there something in your mod I can disable without losing too much ...
That is by design. The annex city button is inside the city screen (unless you use a mod that overwrites CityView.lua).
The CityBanner component is the one modified to skip the annex menu. Alternatively, if you go to strategic view and zoom out to the max, when clicking on the mini city banner it does still pop the annex menu. In some future version I will make the city banner puppet icon clickable to pop the annex menu.
 
Little bug: when a WC project is selected in the production screen, the Queue does not work anymore. Other items work well.

Little request: is it possible to add to the GP Top Panel tooltip the list of the next few GPs coming...? Something like the Civ UoP --> GEM mod had...
 
Little bug: when a WC project is selected in the production screen, the Queue does not work anymore. Other items work well.

Little request: is it possible to add to the GP Top Panel tooltip the list of the next few GPs coming...? Something like the Civ UoP --> GEM mod had...

Maybe I'm misremembering but I think the queue doesn't work right with world projects in vanilla either. I think you could add it to the queue but you couldn't have anything queud after it..

I do have some queue weirdness with this mod and gold/research
 
Maybe I'm misremembering but I think the queue doesn't work right with world projects in vanilla either. I think you could add it to the queue but you couldn't have anything queud after it..

I do have some queue weirdness with this mod and gold/research

Nope, this is a little different. In vanilla the queue does not work as it is supposed to when adding a World Project, but at least you could do a little trick and delete your ongoing production and then add it again after the Project. With EUI, you cannot even add anything anymore... the window appears and disappears in a split second.
 
I just had a thought, I think it would be a nice aestethic addition to show the "state" religion of each city on the bottom left side of their portraits in the area where you see all the players on the screen (the one that shows the score/gold etc.) Because this information IS available somewhere else except less obvious. It's mostly shown via diplomatic modifier (we follow your religion), the toruism modifier and the World Congress.

I think it would be nice to see what the majority religion is for each civilization.
 
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